Hotel
Posted by Edens Apple | Posted in Aaron Walker | Posted on 01:39
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Here's the hotel its pretty much done, just need to decide on what we want the name to be and i may add a light above the door in the alleyway. Also when we have the whole street together i shall make an air con unit that we can chuck about seeing as it will be on multiple buildings. Let me know if there is anything else people want or at least think should be added/ taken away.
Apartments
Posted by Edens Apple | Posted in Chris Edwards | Posted on 18:55
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Modelling on the apartment buildings is basically completed, done modularly of course. It can be repeated down a street as many times as needed, it can also be made taller or lower by repeating peaces upwards. The picture below shows it repeated 3 times, because of overpopulation the buildings have been built connected rather than with gaps between them, for space saving reasons.
As a lot of the environment would be played at street level I have focused more on the bottom floor of the buildings, and to add verity along the street level I am modelling a couple of different shops. They will tile with the rest of the building so they can be placed at will when we are putting it all together.
As a lot of the environment would be played at street level I have focused more on the bottom floor of the buildings, and to add verity along the street level I am modelling a couple of different shops. They will tile with the rest of the building so they can be placed at will when we are putting it all together.
El train tracks
Posted by Edens Apple | Posted in Brett Lewis | Posted on 17:08
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An update on the el train, just chucked this out quickly. It tiles so we can just modularly instance it straight down the street. I'm getting on with a quick generic building next for the corner.
Here's a quick render of the el train:
Here's a quick render of the el train:
Shop modelled
Posted by Edens Apple | Posted in Brett Lewis | Posted on 23:40
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The corner shop is modelled, this proved to be a bit of struggle. The problem started when we decided to take the street to a 45 degree angle from the 90 degree angle, destroying our idea of the modular Lego city. We knew the idea was visually more interesting so we stuck to it. The problem was that the front of the shop was a 45 degree angle, this didn't pose too much of a problem as I could just scale the modular pieces to fit a tile. it was more the curves going around in the architecture, for this reason the front and back can only be stacked and not used again, but the side walls are completely modular and can be plotted anywhere.
The building is quite bare at the minute, our current target is to get the major buildings modelled ready for Monday so we have our canvas of a city ready.
The building is quite bare at the minute, our current target is to get the major buildings modelled ready for Monday so we have our canvas of a city ready.
Zbrush Progress
Posted by Edens Apple | Posted in Calum McIntosh | Posted on 16:02
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So I have done some work in zbrush now and after receiving feedback from both Leavon and Dave I think there is a lot I could do to improve the model. If I attempted to make these changes in zbrush on the high res however the end result would never be as satisfying as if I went back and edited the base mesh and started the high res from square one. It means more work over this week but I think it is defiantly worth it.
The Zbrush work that shall never be seen.
The Zbrush work that shall never be seen.
Character Entering Zbrush
Posted by Edens Apple | Posted in Calum McIntosh | Posted on 05:05
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Base Mesh is complete, had some issues around the neck when i took him into Zbrush but eventually managed to sort it out. Here are a few renders so you can see how he looks. If all goes well i should have his cloths sculpted by the weekend and providing i can grab some concept art of the face of James then i see no reason why the full high res shouldn't be ready for presentation on week 8.
Finished Base Mesh:
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